;================================================================================
;Kodoku no Ring
;================================================================================
[Statedef 3000]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),0,-1000)     
ctrl = 0
anim = 3000
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15200-(var(31)*200)
pos = 0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15201-(var(31)*200)
pos = 0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(6) < 0
value = SCA
;=======================================;Powerup Activate
[State 0, VarSet]
type = VarSet
trigger1 = AnimTime = 0
v = 44
value = 300
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1= animelem=1 
value=200,21
channel=0 
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush
;================================================================================
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),0,-1000)     
ctrl = 0
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 1
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15200-(var(31)*200)
pos = -5,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15201-(var(31)*200)
pos = -5,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(3) < 0
value = SCA
;=======================================;Animations and Statetype
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(3) = [1,3]),0,1) 
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,3100,3120)
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 200, snd]
type=playsnd
trigger1= animelem=1 
value=200,22
channel=0 
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=4
value = 1000,3
[State 3303, Explod]
type = Explod
trigger1 = animelem = 4
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
ignorehitpause = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(4) > 0
triggerall = command = "holdfwd" 
triggerall = (command != "holddown") && (command != "holdback") && (command != "holdup") 
var(4) = 1
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 4 
x = 9.39175415039063
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(4) > 0 && animelemtime(6) < 0
x = 0.884674072265625
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 6 
x = 0
;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
attr = S, HA
damage = floor(66*ifelse(var(56),1.25,1))
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-44
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 1
;================================================================================
[Statedef 3101]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = 0
[State 1000, VarSet]
type = VarSet
triggerall = (command != "holddown") || (command != "holdback") || (command != "holdup") 
trigger1 = var(5) = 0 && command = "holdfwd" 
var(5) = 2;If you don't release forward, the move won't come out
[State 1000, VarSet]
type = VarSet
trigger1 = var(5) = 2 && command != "holdfwd" 
var(5) = 1;Now this value can be used as a check for the buffer
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(2) > 0
triggerall = command = "holdfwd" 
triggerall = (command != "holddown") && (command != "holdback") && (command != "holdup") 
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3101
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 3
value = 200,0
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(3) >= 0 && animelemtime(4) < 0
attr = S, HA
damage = floor(66*ifelse(var(56),1.25,1))
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-75
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(3) >= 0 && animelemtime(4) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 2
;================================================================================
[Statedef 3102]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(2) > 0
triggerall = command = "holdback" 
triggerall = (command != "holddown") && (command != "holdfwd") && (command != "holdup") 
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3102
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 200,0
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),0
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-75
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 11,13
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 3
;================================================================================
[Statedef 3103]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(2) > 0
triggerall = command = "holddown" && command = "holdfwd" 
triggerall = (command != "holdback") && (command != "holdup") 
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3103
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 6
value = 200,1
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
attr = S, HA
damage = floor(33*ifelse(var(56),1.25,1)),0
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-75
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 17, 17
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 4
;================================================================================
[Statedef 3104]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(2) > 0
triggerall = command = "holdup" 
triggerall = (command != "holddown") && (command != "holdfwd") && (command != "holdback") 
var(4) = 1
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3104
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 7
value = 200,1
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) < 0
attr = S, HA
damage = floor(25*ifelse(var(56),1.25,1)),0
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-75
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 17, 17
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 5
;================================================================================
[Statedef 3105]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(2) > 0
triggerall = command = "holdfwd" 
triggerall = (command != "holddown") && (command != "holdback") && (command != "holdup") 
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3105
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 8
value = 200,1
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(8) >= 0 && animelemtime(9) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),0
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-86
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 17, 17
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(8) >= 0 && animelemtime(9) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 6
;================================================================================
[Statedef 3106]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = var(5) = 1
triggerall = !var(4)
trigger1 = animelemtime(2) > 0
triggerall = command = "holddown" 
triggerall = (command != "holdback") && (command != "holdfwd") && (command != "holdup") 
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3106
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 9
value = 200,0
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(9) >= 0 && animelemtime(10) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),0
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-77
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = high
pausetime = 17, 17
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(9) >= 0 && animelemtime(10) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 7
;================================================================================
[Statedef 3107]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet]
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(2) > 0
triggerall = command = "holdfwd" 
triggerall = (command != "holddown") && (command != "holdback") && (command != "holdup") 
var(4) = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3107
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 7
value = 200,0
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),0
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-18
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = L
hitflag = MAF
priority = 5, Hit
ground.type = low
pausetime = 17, 17
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(7) >= 0 && animelemtime(8) < 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush follow-up 8
;================================================================================
[Statedef 3108]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Buffering
[State 800, VarSet]
type = VarSet
trigger1 = !time
var(4) = 0
[State 800, VarSet];Driller Finisher
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(1) > 0
triggerall = command = "holdup"
triggerall = (command != "holddown") && (command != "holdback") && (command != "holdfwd") 
var(4) = 1
[State 800, VarSet];Wheel Finisher
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(1) > 0
triggerall = command = "holdback"
triggerall = (command != "holddown") && (command != "holdup") && (command != "holdfwd") 
var(4) = 2
[State 800, VarSet];Slider Finisher
type = VarSet
triggerall = !var(4)
trigger1 = animelemtime(1) > 0
triggerall = command = "holddown"
triggerall = (command != "holdup") && (command != "holdback") && (command != "holdfwd") 
var(4) = 3
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3108
;=======================================; Vels && Movement
[State 1300, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 4
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 6
value = 200,0
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
attr = S, HA
damage = floor(16*ifelse(var(56),1.25,1)),0
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-60
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 5, Hit
ground.type = low
pausetime = 17, 17
guard.pausetime = 11,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7;.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
ID = 3101
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;Next
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 1
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = Stateno+1
ignorehitpause = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 2
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = Stateno+3
ignorehitpause = 0
[State 1000, 6]
type = ChangeState
triggerall = movecontact
triggerall = RoundState < 3
triggerall = Var(4) = 3
trigger1 = AnimElemtime(6) >= 0 && animelemtime(7) < 0
value = Stateno+5
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush Up Finisher
;================================================================================
[Statedef 3109]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3109
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
Statetype = A 
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 3.64790344238281
y = -5
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(5) > 0
y = 0.42578125
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(5) > 0 
x = 0.854156494140625
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 4
value = 200,44
channel = 0
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=5
value = 12,3
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Up
air.animtype = Up
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 17, 17
guard.pausetime = 12,13
sparkno = s17002+(var(31)*10001)
sparkxy = -15,-65
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-17.25
guard.velocity = -14.90625
air.type = High
air.velocity = -2,-17.25
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
p2stateno = 10230
id = 3100
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Rush Up Landing
;================================================================================
[Statedef 3110]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush Back Finisher
;================================================================================
[Statedef 3111]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3111
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 3
Statetype = A 
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 1.9073486328125
y = -7
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(3) > 0
y = 0.560546875
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(3) > 0 
x = 0.9765625
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 9
value = 200,44
channel = 0
;=======================================;HitDef
[State 1035, 9]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(9) >= 0
attr = A, HA    
animtype = hard 
damage = floor(50*ifelse(var(56),1.25,1)),8
guardflag = H   
hitflag = MAF  
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 12              
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -80   
guard.sparkno = s17502+(var(31)*10000)   
priority = 5, Hit                                          
pausetime = 12, 13
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24                                                                  
ground.velocity = 0
guard.velocity = -11.1796875
ground.type = low
air.type = High
air.velocity = -6,10
air.hittime = 2
air.juggle = 0
getpower = 0,0
givepower = 16,16
p2stateno = 10060
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
fall.xvelocity = -2*(p2statetype=A)
fall.yvelocity = -2-(p2statetype=A)*4 
id = 3100
nochainid = 3100
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Rush Back Landing
;================================================================================
[Statedef 3112]
type = S
movetype = A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;HitDef
[State 1035, 9]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
attr = S, HA    
animtype = hard 
damage = floor(33*ifelse(var(56),1.25,1)),8
guardflag = H   
hitflag = MAF  
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 12              
sparkno = s17002+(var(31)*10001)
sparkxy = -10, -44 
guard.sparkno = s17502+(var(31)*10000)   
priority = 5, Hit                                          
pausetime = 12, 13
guard.pausetime = 12,12
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24                                                                  
ground.velocity = 0
guard.velocity = -11.1796875
ground.type = low
air.type = High
air.velocity = -6,10
air.hittime = 2
air.juggle = 0
getpower = 47,47
givepower = 16,16
p2stateno = 10060
fall = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
persistent = 0
fall.xvelocity = -2*(p2statetype=A)
fall.yvelocity = -2-(p2statetype=A)*4 
id = 3100
nochainid = 3100
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Rush Down Finisher
;================================================================================
[Statedef 3113]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3113
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 5.86732482910156
[State 1300, VelMul]
type = VelMul
trigger1 = animelemtime(6) > 0 && animelemtime(9) < 0
x = 0.91552734375
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;=======================================;Effects
[State 810, 1]
type = AfterImage
trigger1 = !time
time = -1
length = 4
framegap = 1
timegap = 6
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 6
value = 200,44
channel = 0
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && AnimElemtime(7) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Up
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-20
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Kodoku no Ring SDM
;================================================================================
[Statedef 3150]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),-1000,-3000)      
ctrl = 0
anim = 3150
sprpriority = 2
;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,30]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = !time 
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15300-(var(31)*200)
pos = 0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 1
anim = 15301-(var(31)*200)
pos = -0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(6) < 0
value = SCA
;=======================================;Powerup Activate
[State 0, VarSet]
type = VarSet
trigger1 = AnimTime = 0
v = 44
value = 600
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1= animelem=1 
value=200,26
[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 14
ampl = -4
freq = 180
[State 3303, Explod]
type = Explod
trigger1 = animelem = 6
anim = 12000
pos = 0,0
id = 12000
postype = p1  ;p2,front,back,left,right
sprpriority = 0
ownpal = 1
persistent = 0

[State 3303, Explod]
type = Explod
trigger1 = animelem = 6
anim = 12001+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0

[State 3303, Explod]
type = Explod
trigger1 = animelem = 6
anim = 12002+(var(31)*10000)
pos = 0,0
postype = p1  ;p2,front,back,left,right
sprpriority = 0
ownpal = 1
persistent = 0
;=======================================;Effects
[State 210, 1]
type = HitDef
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
attr = S, HA
damage = 0,0
animtype = Hard
air.animtype = u
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10001)
sparkxy = -10,-44
hitsound = s3+(var(32)*2),7
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 7,13
guard.pausetime = 7,12
ground.slidetime = 33
ground.hittime = 32
guard.hittime = 32
guard.slidetime = 33
guard.ctrltime = 24
ground.velocity = 0
guard.velocity = 0
air.type = High
air.velocity = -4,-7
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 47,47
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
air.fall = 1
fall.recover = 1
persistent = 0
id = 3101
p2stateno = 10150

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Taiman Ring HSDM  
;================================================================================
[Statedef 3200]
type    = S
movetype= A
physics = N
poweradd=  ifelse(var(51),-1000,-3000)   
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;================================================================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 30

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2

[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(4) < 0
value = SCA
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3200
;=======================================;Effects
[State 300, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = 200,4
channel = 0
[State 40, PlaySnd]
type = PlaySnd
trigger1= animelem=1
value = 1000,4
;=======================================;HitDef
[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(4) >= 0 && animelemtime(5) < 0
attr = S, HA
damage = floor(180*ifelse(var(56),1.25,1)),8
animtype = d
air.animtype = d
guardflag = M 
hitflag = MAF
priority = 4, Hit
pausetime = 11, 13
guard.pausetime = 11,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -92
hitsound = s3+(var(32)*2),9
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -19,-9
guard.velocity = -11.1796875
air.type = High
air.velocity = -19,-9
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
id = 3101
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
persistent = 0
envshake.time = 14
envshake.freq = 180
envshake.ampl = -4
fall.envshake.time = 14
fall.envshake.freq = 180
fall.envshake.ampl = -4
p2stateno = 10200
[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = movehit 
trigger1 = animtime = 0
value = Stateno+1
ignorehitpause = 0
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Taiman Ring Success
;================================================================================
[Statedef 3201]
type    = S                      
movetype= I                    
physics = N                     
juggle  = 0             
ctrl = 0                       
poweradd=  0                       
sprpriority = 2 
velset=0,0
facep2 = 1
;================================================================================;Superpause and Effects
[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [4,34]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 5
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2000, VarSet]
type = VarSet
trigger1 = time = 4
var(49) = 29

[State 2010, Pause]
Type = SuperPause
trigger1 = time = 4
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*4)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 4
anim = 15400+(var(31)*100)
pos = 0,-75
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 4
anim = 15401+(var(31)*100)
pos = 0,-75
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = !time 
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 18
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
ignorehitpause = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(4) < 0
value = SCA
;================================================================================;Animations and Statetype
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 3201
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1= animelem=1 
value=200,25
channel=0 
;=======================================;Powerup Activate
[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 47
value = 1
;================================================================================;End
[State 220,2]
type = ChangeState
trigger1 =AnimTime = 0
value = 0
ctrl = 1